Even comparing WebGL 2.0 to OpenGL ES 3.0, which it is based on, there are nice features like geometry shaders missing.
In WebGL 2 you can still do geometry processing, and store results in buffers for subsequent draw calls, using transform feedback.
Like that idea for WebGL 2.0, will have a look into it.
Even comparing WebGL 2.0 to OpenGL ES 3.0, which it is based on, there are nice features like geometry shaders missing.